18 points

So we’ll get another old game where everything looks oddly shiny instead of oddly dull?

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16 points

That’s not what ray tracing is about at all. Reflections, imo, are the least interesting part of ray tracing.

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15 points

shame most people who implement it don’t agree

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0 points

Can you share any examples? I have yet to see an rtx enabled game that was unusually shiny. Most non RTX game already tend to have way too much specular reflection but the few RTX games I’ve seen were way better with that.

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1 point
*

I partially disagree, GI is easy to do most of the time with baked lighting, but reflections (especially more diffuse reflections) are hard unless you have very simple environments or tons of gpu resources to spend on rendering alternate camera angles. Even the more modern rasterized reflection techniques such as parallax corrected cubemaps or screen space reflections break easily if you look at them wrong. Raytraced global illumination and soft shadows are still great though, but are more easy to get around with regular rendering in most games where the environments are very static.

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2 points

Can you elaborate? Thanks!

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16 points

Ray tracing is about implementing light and representing its behavior. Because reflections are, of course, a huge part of that it gets a lot of attention. Ray traced reflections allow things that aren’t otherwise on screen to be reflected without resorting to other clever tricks.

But other ray traced features implement light in (my opinion) more interesting ways. Global illumination, ambient occlusion, and shadows can all be implemented via RT and because they’re not limited by screen space information can be more accurate and, thus, impressive.

Light and objects in the world look like they belong and just look “right”. The way a sliver of sunlight can subtly light a room or the way an object appears grounded with accurate shadows can make non-RT lighting look wrong.

Check out Digital Foundry’s video on Metro Exodus Enhanced and they’ll surely go into some examples here.

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2 points

Oddly shiny at lower FPS…

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1 point

*Laughs in 4090*

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1 point

cries in 3080ti

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6 points

Wish they’d do Hal-Life 1 with ray tracing because my video card might actually be able to run that one.

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11 points

There is Black Mesa if you’re looking for a Half Life 1 remake. Not sure if there is raytracing in it though.

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6 points

Black Mesa was so fucking good it’s ridiculous.

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2 points

It’s not RTX but that was a fucking 10/10 experience. Xen knocked my socks off.

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4 points

If it did have it, it’d almost certainly be too much for my RTX 3060. Portal RTX didn’t work too well.

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-9 points

Ha. What? My 2060 has zero issues with this, what are you talking about?

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6 points

Don’t worry, even with a beefy config it doesn’t run very well (talking i9 10th gen, 32gb ddr4 and 3080RTX) so I doubt even half life 2 will run decently.

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11 points
*

Quake 2 RTX can bring my 3090 to its knees. You could do HL2 but I bet it’d be about similar to Portal RTX

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-1 points

What? Am I missing something? Several comments here about 3000 series not being able to handle what was easy for my 2060 to handle.

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4 points

Portal RTX was “easy” for your 2060? I remember having to set DLSS to ultra performance at 1080p to get it above 30fps on a 2060s.

That’s 640x360 internal render resolution. Around 1/10 pixels of 1080p

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5 points

Probably at different resolutions. My 3080 has to drop to 25% minimum resolution and/or sub 60 fps when using the dynamic resolution option.

That’s 25% resolution from 4k, which I’m not sure is 1080p or 540p because it certainly looks blurrier than 1080p at lowest res.

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4 points

I believe its because the RTX remix games are path traced which is alot harder to do

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2 points
*

Quake 2 doesn’t use RTX Remix. Or at least wasn’t advertised as that being the underlying tech.

Edit: I think I misunderstood what you were saying. Performance with Portal RTX Remix was significantly worse than with Quake 2 RTX.

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3 points
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The cool thing about raytracing is it doesn’t really matter how complex a scene is. The bad thing about raytracing is it doesn’t really matter how complex a scene is.

If your card can’t run remixed HL2, it also won’t be able to do HL1

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6 points

Remember the Quake 2 RTX version? Remember how no one played it? It’s just, not a good look, runs slow and just isn’t needed. This is all just to make more people buy Nvidia cards.

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4 points

I have no idea what you’re talking about. Quake 2 RTX is my go-to recommendation if someone wants to see what raytracing is actually about. Not only are there some built in tools to fiddle with lighting but the end result makes such a huge difference that I can’t see myself playing Quake 2 again without raytracing. Out of all the RTX supported games Quake 2 was the one that blew me away the most. It makes bright areas bright and dark areas actually dark and you can see how light sources, in real time, change the look of the environment.

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12 points

To be honest, the biggest takeaway of the trailer is how well the original HL2 aged.

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18 points

I find it hilarious that the “RTX On” is remastered assets and the “RXT Off” is just the original game.

Id be more interested in seeing what the original assets with RTX look like.

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2 points

Very wrong, without proper materials, light bounces would make no sense (if there would be even any)

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2 points

Wrong, if you just ported the original HL2 materials, things might look slightly weird but light bounces will very much be present and it would still look better than the original renderer. Light bounces (for global illumination) will happen with any material parameters. HL2 materials had bump and a kind of merged reflectiveness and metalicness value already, and if you ported them over correctly things would look acceptable (but not ideal).

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10 points

Or new assets with RTX on and off. As it is it looks like RTX is responsible for the new textures, which is far from honest.

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1 point

There was a setting for that in portal rtx, I’m sure it will be in hl2 rtx as well.

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